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Card of the week

If this card is used as a Synchro Material Monster for the Synchro Summon of a "T.G." Synchro Monster, you can use "T.G." monsters in your hand for the other non-Tuner Synchro Material Monster(s). During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Cyber Magician".

☆Reasons why using it! ☆

This card is unaffected by Skill Drain, and it's effect is good in T.G Quasar. It allows you to synchro Hyper Librarian or Wonder Magician easily through its condition.

    So uh, Chain Burn...

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    General Warmog

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    So uh, Chain Burn...

    Post by General Warmog on Sat Aug 24, 2013 11:25 am

    I want to start this post by saying that I hate myself for playing chain burn. I hate that I'm writing a post on how broken chain burn is. I hate myself because I'm currently 10 and 0 with a chain burn deck the first day I made it. And I'm currently 5 and 1 in matches. Basically, if you use this deck, your going to hate yourself. Not as much as with an exodia deck though. At least you can take solace in that.

    http://i.imgur.com/qJQJott.png

    I find it's actually very difficult to lose with this. Six sams, e drags, blackwings, even decks that don't spam fall at the might of this deck. It's really unfair. Most of the time your opponent doesn't even have a chance to do anything. Lets get into why it's so good, and how it works.

    #1. The draw power
    I can't stress how broken this deck is, and the draw power is the biggest reason. Maxx "C", Legacy of Yata-Garasu, Cyber valley, Reckless Greed, Jar of greed, Accumulated Fortune, Pot of Duality, and One Day of Peace. Right away, you notice something. That's a ton of draw cards. There is a total of 24 possible draws you can get from all this, not including Maxx "C". Since 16 cards are used for drawing, that leaves 10 cards left in your deck that won't be drawn by force. Because of this, it is unbelievably easy to get any and all cards you need. And because there are so many, it's very easy to use Accumulated Fortune as the fourth chain link, so don't worry about that.

    #2. The Burn
    Chain Strike, Lava Golem, Magical Cylinder, Just Deserts, Secret Barrel, Ojama Trio. This doesn't seem like much, but the way it all works together is so broken. I'm gonna talk about most of these individually to explain why.
    Lava Golem: It counters literally everything. Zenmaines? Lava golem. Dracosack? Lava golem. Big Eye? Lava Golem. Even if they bottomless or solemn, it still tributes their monsters. Pretty much every card in this deck is made to keep them from being able to attack, so there is no worry to them attacking you directly with it, so it pretty much acts as a monster card zone filler and an "every turn burn."
    Chain Strike: I shouldn't really need to explain this one. There is so much chaining with this deck, you activate it at the end of a long chain and deal some really nice damage. Typically you will be dealing at least 1200 with this, and that's a minimum.
    Just Desserts, Ojama Trio, and Secret Barrel: I'm gonna talk about all three of these because of how well they synergize. First off, Ojama trio fills three monster zones, which can slow down a lot of decks. And, they can be tribute for Lava Golem because it is a special summon. Now, after using Ojama Trio, you can activate Just desserts for a nice 1500 burn. And they work well with secret barrel for the same reason. The funniest play with these cards is to Ojama trio, tribute two of them for lava golem, activate another Ojama trio, and now their monster zones are filled, and Just Desserts will deal the max 2500 damage.

    #3. The Stall
    I've talked about most of the cards in this deck, but all the other ones are nothing but stall. You have 12 cards that keep them from attacking you directly, 6 of which can start a chain(threatening roar, magical cylinder, and one day of peace). These are the cards that make it impossible for them to hurt you, and allow you to stall out until you have the cards you need. Try your best to not use multiples of these per turn unless completely necessary.

    So there you have it. Just gonna talk about a few odds and ends that have no other place in this discussion. If you wanna win all your duels while sacrificing the love for yourself, give this deck a try. It truly is super broken, and now that heavy storm is leaving next format it will become even stronger. MST's work in your advantage because they can act as a starting chain link. This deck does get absolutely destroyed by Barkion, but six sams are the only real reason for someone to run him, and they are going to lose a lot of popularity after Gateway is banned. I've wanted to try running torrential tribute because when the Ojama tokens are destroyed the owner take 300 points of damage and torrential can be chained after Ojama trio can be activated. It may work well and if you want to try it I would suggest taking out 1 jar of greed for it.

    Panda Queen

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    Re: So uh, Chain Burn...

    Post by Panda Queen on Sat Aug 24, 2013 12:20 pm

    I've played decks like this, usually i see the opponent; after he uses some draw cards, run out of resources very quickly. i'm just wondering how consistant a deck like that is?
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    General Warmog

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    Re: So uh, Chain Burn...

    Post by General Warmog on Sat Aug 24, 2013 4:09 pm

    In answer to your question I direct you to the first reason. It also depends on how you use them. Typically you want to make sure you are chaining them in the correct order so cards such as Chain Strike and Accumulated Fortune can be used to their full potential. As long as you dont just use your draw cards all willy nilly, you will find this to be easily one of the most consistant decks around. Like I said, there are only 10 cards that cant be drawn by force, and it is very unlikely for all your win condition cards to be there, and either way you still have your draw phase as long as you havent activated reckless greed. Btw, it is best to use at least 2 Reckless Greeds at a time si you dont get hung up to long not drawing anything.


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    General Warmog

    Posts : 14
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    Re: So uh, Chain Burn...

    Post by General Warmog on Sat Aug 24, 2013 4:24 pm

    I just noticed something in both the original post, and a reply I made. I made a mistake when I said there are 10 cards that have to be drawn, but I was incorrect. If you do achieve the maximum draws from your draw power cards, that would leave you with nothing. You can go through literally the entire deck with all the draw cards. So yes, i would call this consistant. Maximum of 24 draws, 16 cards required for the maximum draws, 24+16=40


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    Panda Queen

    Sagittarius Pig
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    Re: So uh, Chain Burn...

    Post by Panda Queen on Sat Aug 24, 2013 7:42 pm

    Maybe I can duel this deck and see for myself Smile
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    IWCMN-Hood-

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    Re: So uh, Chain Burn...

    Post by IWCMN-Hood- on Sun Aug 25, 2013 1:54 am

    cylinder sucks
    dimension wall is better cause only fader would be on your field.
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    General Warmog

    Posts : 14
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    Re: So uh, Chain Burn...

    Post by General Warmog on Sun Aug 25, 2013 9:28 am

    It's literally the exact same thing but worse. If they attack my fader (which is always summoned in def) then they won't take any damage, because I wouldn't have taken any battle damage. And, as if that wasn't enough, cylinder negates the attack, so my monster would be safe. Would you mind more clearly explaining why dimension wall is better? Otherwise your horribly wrong.


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    IWCMN-Hood-

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    Re: So uh, Chain Burn...

    Post by IWCMN-Hood- on Mon Aug 26, 2013 6:40 am

    General Warmog wrote:It's literally the exact same thing but worse. If they attack my fader (which is always summoned in def) then they won't take any damage, because I wouldn't have taken any battle damage. And, as if that wasn't enough, cylinder negates the attack, so my monster would be safe. Would you mind more clearly explaining why dimension wall is better? Otherwise your horribly wrong.
    Next format Lance would be used.
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    gogogajit

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    Re: So uh, Chain Burn...

    Post by gogogajit on Sat Sep 28, 2013 3:34 pm

    mkay chain burn where to start.1 wtf are you running cyber valley over card car d?? just wtf o.e 2. magic cyl does suck have to agree with this guy ^^. you run into fitz or armades ( which the latter can easily be made by black wings or sams) and magic will take you no where, as compaired to rular threating and woboku. those you can play before BP and save your self some LP. this helps with th card car d's for extra draw power without losing safe stall time(rather than running slow but safe cyber valley) 3. unless cease fire is banned why is that not on there? that is staple to Chain Burn. 4. last but not least glad to see my baby lava golem getting him some sunlight from ppl's dusty ol' tins ;3

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    Re: So uh, Chain Burn...

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